Challenges and Visions of Game Analytics What Lies Beneath? Definitions Analytics Game Analytics Game Telemetry Game Metrics Analytics The process of discovering and communicating patterns in data towards solving problems in business Supporting enterprise decision management Driving action Improving performance Or for purely frivolous and artistic reasons! Game Analytics A specific domain of analytics: game development and game research The game as a product: user experience, revenue … The game as a project: the process of developing the game Game telemetry Quantitative, unprocessed data obtained over any distance, which pertain to game development or game research. Describes attributes about objects Many sources: Installed clients, game servers, mobile units, user testing/playtesting Game metrics Interpretable, quantitative measure of one or more attributes of one or more objects – operating in the context of games Object: virtual item, player, user, process, developer, forum post .... Attribute: an aspect of the object Context: tied to process, performance or users of games. 1. Standards Lack of standards Makes it hard to communicate and share knowledge Need a ”game analytics association” – to develop standards of terminology, practices and ethical guidelines 2. Unique beasts Games are not websites Goal of games: user experience – not selling running shoes (virtual shoes maybe) Games can be immensely complex information systems 100+ possible user/system and user/user interactions Extended periods of user-game interaction From 1 to lots of people interacting in-game Hard to directly import methods from other IT-fields – adaptation needed 3. Social online focus Most advanced analytics currently in social online games/F2P – and focused on monetization A/B Classification Prediction Segmentation Etc. Rest of industry ”mostly” basic behavior analysis Need analytics to improve UX, not just sell Farm Potions +5 Knowledge transfer image 4. Knowledge transfer What is going on? Minimal knowledge flow about methods, algorithms, ideas No dedicated conferences or workshops Presentations at events high level Not oriented towards application More high-level, marketing and ”bragging” than helping ... 4. Knowledge transfer Analytics is business intelligence – holds direct monetary value A strong predictive algorithm can make a game Value: therefore kept confidential Problem: re-inventing the deep platter Need the front-runners to take charge: everybody benefits from knowledge transfer 5. Knowledge gulf Knowledge gulf: academia – industry Academia provides a strong partner in analytics 1000´s of specialists in dozens of fields Can do explorative/blue sky research Zynga, Wooga, Blizzard, EA ... – can build the expertise inhouse – what about small/medium devs? – collaborate to innovate! 6. Lots´n lots of data Even a mid-size game can generate TBs of data per week –> storage/processing Reporting needs to be fast -> rapid analysis Bandwidth vs. data coverage -> feature selection Coverage vs. speed -> sampling "You are no longer an individual, you are a data cluster bound to a vast global network" – 7. Unrivaled power ”Never before have so few known so much about so many” Unrivaled power 2 powerful tools for monetization: User knowledge Analytics Unrivaled power User knowledge In-game Purchasing From game platforms (Facebook etc.) From Net tracking (Google etc.) Clickstreams From mining the Net (social mining) Geodata (mobile phones) National person databases ... In the future knowledge of users will increase Unrivaled power Analytics & user research Large-scale, data mining Prediction, clustering, etc. Behavioral Biology Behavioral Psychology Social/community behavior science When playing games, the barriers are down Unrivaled power User knowledge Analytics Great games Luke skywalker image Unrivaled power User knowledge Analytics Revenue requirement (potential for) Great evil Darth vader image Game data mining Huge untapped potential in dozens of fields/sectors: Human behavior analysis Spatial analytics Behavioral economics Insurance, banking and finance Social and community research Ecology and large-scale biological modeling ... Game data mining 3 high-potential areas of game data mining: Prediction: inform about future behavior of users Behavioral clustering: making high-dimensional behavior datasets accessible Association and sequence: finding the patterns and associations in how games are played Behavioral clustering SIVM: finding extreme profiles Assassins Veterans Target dummies Assault-Recon Medic-Engineer Driver Assault wannabee Behavioral clustering Each different playstyles, and different things that keep them in the game ”Driver”: drives, flies, sails – all the time and favors maps with vehicles ”Assassin”: kills – afar or close – no vehicles ”Target dummies”: unskilled newbies Behavioral clustering Use behavioral clustering to find profiles, then cater to them – in real-time Monitor players´ profiles to track behavior changes: target dummy -> veteran Spatial analytics Games are experienced spatio-temporally All games require movement All games take time to play Why is analytics then mainly temporal? Beyond the heatmap (Images: Ubisoft, Microsoft, Square Enix) Spatial analytics Spatio-temporal analytics Does not reduce the dimensions of game metrics data Deals with the actual dimensions of play. (Image: Ubisoft) Spatial analytics (Image: Square Enix) Spatial analytics Decades of knowledge in spatial analytics outside of games – ripe for harvesting Trajectory analysis (how do users play the game? Move in 3D?) Spatial outlier detection (finding exploitation spots, bugs) Spatial clustering (are players distributed across maps?) Spatial co-location patterns/trends (army composition in RTS) Adaptive games Games that respond to the actions of the user in order to maximise UX (and/or revenue) Left 4 Dead, Borderlands, Terraria, Virus ... – these relatively primitive but powerful – tip of the iceberg Sizeable European/US community of researchers working for a decade on adaptive games Future: Real-Time Analytics driving the game experience, within pre-planned frame (think pen-and-paper RPGs) Automatization Problem: time consuming analysis and reporting Huge potential for automating analysis and reporting, interactive reports, etc. Future: More effective analytics Future: More interactive, tailored reports Diversification Currently focus on: Player behavior and monetization Game analytics is much more: (Almost) all aspects of a game development can be measured Integrating and synchronizing data and sources Do not regulate the creative process! Games are diversifying! – analytics must follow suit Knowledge sharing Game Analytics – maximizing the value of player data 50+ experts from industry and research 2 intro/foundation chapters (on website below): Game Analytics: The Basics Game Data Mining IGDA GUR SIG Slides from presentation will be available on: www.andersdrachen.wordpress.com Blogs: blog.gameanalytics.com, engineroom.ubi.com, www.gamesbrief.com etc. Contact: andersdrachen@gmail.com